Shader "Unicorn/BlockTranslucent" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 200
        
        CGPROGRAM
        #pragma surface surf Standard vertex:vert alpha:blend
        #pragma target 3.0
        struct Input {
            float2 uv_MainTex;
            float3 vertexColor; // Vertex color stored here by vert() method
        };
        
        struct v2f {
            float4 pos : SV_POSITION;
            fixed4 color : COLOR;
        };

        void vert (inout appdata_full v, out Input o)
        {
            UNITY_INITIALIZE_OUTPUT(Input,o);
            o.vertexColor = v.color; // Save the Vertex Color in the Input for the surf() method
        }

        sampler2D _MainTex;

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o) 
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb * IN.vertexColor; // Combine normal color with the vertex color
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    } 
    FallBack "Transparent/VertexLit"
}